Search found 11 matches
- Wed Feb 15, 2017 7:16 pm
- Forum: Development tools
- Topic: Factorio Mod Creator Studio [IN DEVELOPMENT]
- Replies: 51
- Views: 35237
Re: Factorio Mod Creator Studio [IN DEVELOPMENT]
A rewrite and cleanup of an codebase is nothing bad, it even tends do be a good decision overall because it makes coding easier and more pleasant, and for such a project it's important that it doesn't feel clunky, its your "toy" overall. Keep up the good work, and don't be afraid of rewrit...
- Tue Feb 07, 2017 5:59 am
- Forum: Texture Packs
- Topic: Discarded and/or unused
- Replies: 20
- Views: 16792
Re: Discarded and/or unused
Man you'r just awesome! Thanks!
- Sun Feb 05, 2017 9:34 pm
- Forum: Modding discussion
- Topic: find_non_colliding_position
- Replies: 4
- Views: 2144
Re: find_non_colliding_position
Seems to me that the "table" accepting functions are there because you don't need to fill all the fields, where for a regular function it forces you to call it with all arguments. I might be wrong on this one
- Thu Feb 02, 2017 4:46 pm
- Forum: Implemented mod requests
- Topic: .15 Request for Consistent event names
- Replies: 7
- Views: 4071
- Wed Jan 18, 2017 6:32 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] [DONE] train stats editor
- Replies: 12
- Views: 3588
Re: [REQUEST] [EASY] train stats editor
It's stopped working because lua does recognize dashes (-) as a language construct in this case a minus sign. So your line says, "data.raw.cargo" (minus) "wagon['cargo-wagon']" which gives you an error. However you can replace a 'field name' with a string in brackets, so the solu...
- Mon Jan 16, 2017 10:47 pm
- Forum: Balancing
- Topic: Factorio Needs More Recipe Types
- Replies: 17
- Views: 8390
Re: Factorio Needs More Recipe Types
Every time that something new is added to Factorio, I get excited because that means I can automate something new. It means that I have to develop my supply chain and factory to be ever more complex. However, that excitement is often fleeting as it is very easy to automate most new items. In this s...
- Mon Jan 16, 2017 6:21 pm
- Forum: Texture Packs
- Topic: [Request][Sawmill] Dytech Sawmill and greenhouse update
- Replies: 0
- Views: 1985
[Request][Sawmill] Dytech Sawmill and greenhouse update
Hey there, I know that there is still my first topic waiting for someone to be resolved (or not) anyway I've got another request this time with a building I'm right now redefining the "sawmill" and "greenhouse" machines and would like to have a bit better machines for them so I w...
- Fri Jan 13, 2017 7:16 pm
- Forum: Texture Packs
- Topic: [Request][Icons] Assembly bots and gearboxes
- Replies: 1
- Views: 2525
[Request][Icons] Assembly bots and gearboxes
Hey there, I'm right now working od the DyTech mod pack trying to give it a second live and slowly trying to update parts of it and right now I would need to update some icons, Assembly bots (from mk 1 to mk 7) Gearboxes (from mk 1 to mk 5) The assembly robot icons should have some kind of factorio ...
- Mon Apr 04, 2016 7:51 am
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 93808
Re: [0.11.6]Filtered Splitters - Huge stability boost!
Found a small bug with error reporting during multiplayer (along the fact that there was an error with splitter ID's) The message you get refers to the line 409 in control.lua and tells us we cannot use the 'game.player' property in a multiplayer game. If anyone comes along this issue, you can chang...
- Fri Apr 01, 2016 12:47 am
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 104458
Re: [MOD 0.12.x] Smarter Circuitry
Hey there, I was playing around your mod a bit and got after some time a weird bug with 'sensors' Actually the bug report was telling me something about no 'x' key in the LuaEntity class, so I've looked into your code a bit and made a fix for it (seems like you got that bug earlier too) Link to the ...
- Wed Mar 30, 2016 9:30 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Searching flashlight
- Replies: 24
- Views: 17950
Re: [MOD 0.12.x] Searching flashlight
Hey there I've just got a small bug with this mod, this occurred in a MP session, when my friend got disconnected, I've quickly checked the code and added an additional check if a player is connected. -- Changed this if not players[i].vehicle and players[i].selected and players[i].character and not ...